











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Reaver |
| Level / Exp | 11 / 97% |
| Size | medium |
| Lifes / Deaths | Killed by slumbering giant venus flytrap at level 11 on the 10th Mirth 122nd year of Ascendancy at 05:53 / 1 |
Primary Stats
| Strength | 31 (base 30) |
| Dexterity | 14 (base 11) |
| Constitution | 10 (base 10) |
| Magic | 34 (base 31) |
| Willpower | 18 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | -4/272 |
| Vim | 177/217 |
| Healing Factor | 1.1000003099961 |
| Regeneration | 0.27500007749904 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 37 |
| Crit Chance | 6% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 37 |
| Crit Chance | 6% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Light | +13% |
| Nature | +5% |
| Lightning | +10% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 8 |
| Physical Save | 14 |
| Spell Save | 18 |
| Mental Save | 21 |
Defense: Resistances
| Lightning | + 10%( 70%) |
| Light | + 44%( 70%) |
| Nature | + 10%( 70%) |
| Darkness | + 11%( 70%) |
| Cold | + 10%( 70%) |
| Fire | + 16%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
| Poison Resistance | 20% |
| Confusion Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 528% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Scourge | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Reaving combat | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Vim | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | [vs. Dagiroddagar the Gleamdream (0 def, 5 armour) (On feet)]Dagiroddagar the Gleamdream (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (-) Fatigue: +2% (-) Damage when hit (Melee): 6(-) acid Changes resistances: +3%(-) light Changes damage: +3%(-) light / +9%(-) acid Infravision radius: +1 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. Summertide Phial (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15(-) Lite Light Burst (radius 1) Changes resistances: +30%(-) light Changes damage: +10%(-) light Light radius: +5 (-) Healing mod.: +10% (-) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | [vs. Cloud Caller (0 def, 0 armour) (On head)]Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) lightning / +10%(-) cold Changes damage: +10%(-) lightning / +10%(-) cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 25.31 to 75.94 lightning damage (50.63 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | [vs. supercharged elm wand of shielding [power 140] (23 cooldown) (Tool)]supercharged elm wand of shielding [power 140] (23 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 140 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 23 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | [vs. rogue's copper ring (On fingers, 1 of 2)]rogue's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+5 eff.) (-) Changes stats: +3(-) Cun Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. rogue's copper ring (On fingers, 1 of 2)]copper ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-6 (-5 eff.)) Changes stats: +0(-3) Cun Mental save: +5 (+3 eff.) Confusion immunity: +21% Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. blurring rough leather belt of the mystic (Around waist)]blurring rough leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+8 eff.) (-) Stealth bonus: +6 (-) Mental save: +6 (+4 eff.) (-) Spellpower: +2 (+1 eff.) (-) A belt that goes around your waist. |
| In main hand | [vs. flaming steel waraxe of the mystic (104% power, 3 apr) (In main hand, 1 of 2)]flaming steel waraxe of the mystic (104% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-) Crit. chance: +4.0% (-) Attack speed: 100% (-) Damage (radius 1) on hit: +6(-) fire When wielded/worn: Changes stats: +2(-) Mag / +3(-) Wil Spellpower: +5 (+2 eff.) (-) One-handed war axes. Tap to cycle through comparison choices |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)]Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| In off hand | [vs. flaming steel waraxe of the mystic (104% power, 3 apr) (In main hand, 1 of 2)]iron waraxe of massacre (117% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 117% (+12%) Range: 1.4x (+0.0x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-1) Crit. chance: +3.5% (-0.5%) Attack speed: 100% (-) Damage (radius 1) on hit: +0(-6) fire When wielded/worn: Changes stats: +0(-2) Mag / +0(-3) Wil Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) One-handed war axes. Tap to cycle through comparison choices |
| Cloak | [vs. linen cloak of Eldoral (1 def, 0 armour) (Cloak)]linen cloak of Eldoral (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +1(-) Cun / +2(-) Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. prismatic rough leather armour of fire resistance (3 def, 2 armour) (Main armor)]prismatic rough leather armour of fire resistance (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +3 (+2 eff.) (-) Fatigue: +6% (-) Changes resistances: +16%(-) fire / +11%(-) light / +11%(-) darkness A suit of armour made of leather. |
Inventory
[vs. Infusion: Healing (on body)]healing infusion of the sneak (heal 76; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15(+3) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 76(+26) then cleanse 1 wound, poison and disease effect. Its effects scale with your +Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Movement [movement infusion of the wizard (speed 519%; cd 15)] (on body)]movement infusion of the warrior (speed 522%; cd 17) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17(+2) Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 522%(-6%) for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your -Magic, +Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Regeneration (on body)]regeneration infusion of the duelist (heal 113; 14 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14(+4) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 113(+13) life over 5(-) turns. Its effects scale with your +Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Regeneration (on body)]regeneration infusion of the titan (heal 113; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15(+5) Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 113(+13) life over 5(-) turns. Its effects scale with your +Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.Prismatic Rune (6 turns; acid, physical, darkness, cold, arcane, light) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 2 physical, 4 darkness, 3 cold, 4 arcane, 5 light It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level.biting gale rune of the wizard (damage 127; dur 4; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 127.38 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 56; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 56 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 60; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 60 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 143; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 143 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. flaming steel waraxe of the mystic (104% power, 3 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. Blindquench the elm magestaff (100% power, 2 apr, arcane element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-5%) Range: 1.2x (-0.2x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-1) Crit. chance: +2.5% (-1.5%) Attack speed: 100% (-) Damage (radius 1) on hit: +0(-6) fire When wielded/worn: Damage when hit (Melee): 2 fire Changes stats: +0(-2) Mag / +0(-3) Wil Changes resistances: +12% light Changes damage: +3% fire / +10% arcane / +6% light Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+1 eff.) (-2 (-1 eff.)) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
[vs. flaming steel waraxe of the mystic (104% power, 3 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. shimmering elm magestaff (100% power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% (-5%) Range: 1.2x (-0.2x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-1) Crit. chance: +2.5% (-1.5%) Attack speed: 100% (-) Damage (radius 1) on hit: +0(-6) fire When wielded/worn: Changes stats: +0(-2) Mag / +0(-3) Wil Changes damage: +10% arcane Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +31.00 Spellpower: +3 (+1 eff.) (-2 (-1 eff.)) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
[vs. flaming steel waraxe of the mystic (104% power, 3 apr) (In main hand, 1 of 2)]iron waraxe (103% power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% (-1%) Range: 1.4x (+0.0x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-1) Crit. chance: +3.5% (-0.5%) Attack speed: 100% (-) Damage (radius 1) on hit: +0(-6) fire When wielded/worn: Changes stats: +0(-2) Mag / +0(-3) Wil Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) One-handed war axes. Tap to cycle through comparison choices |
[vs. flaming steel waraxe of the mystic (104% power, 3 apr) (In main hand, 1 of 2)]iron waraxe (104% power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-1) Crit. chance: +3.5% (-0.5%) Attack speed: 100% (-) Damage (radius 1) on hit: +0(-6) fire When wielded/worn: Changes stats: +0(-2) Mag / +0(-3) Wil Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) One-handed war axes. Tap to cycle through comparison choices |
[vs. flaming steel waraxe of the mystic (104% power, 3 apr) (In main hand, 1 of 2)]iron dagger 'Floewedge' (98% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% (-6%) Range: 1.3x (-0.1x) Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (+2) Crit. chance: +4.0% (-) Attack speed: 100% (-) On weapon hit: * 10 arcane resource burn On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +0(-6) fire When wielded/worn: Physical crit. chance: +6.0% Effects on melee hit: * 20 arcane resource burn Changes stats: +0(-2) Mag / +1(-2) Wil Changes damage: +3% cold Spellpower: +0 (+0 eff.) (-5 (-2 eff.)) Infravision radius: +1 Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. prismatic rough leather armour of fire resistance (3 def, 2 armour) (Main armor)]Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +12 (+7 eff.) (+9 (+5 eff.)) Fatigue: +0% (-6%) Damage when hit (Melee): 10 cold Changes resistances: +0%(-11%) light / +0%(-11%) darkness / +0%(-16%) fire / +15% cold / +7% all Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+3 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
[vs. prismatic rough leather armour of fire resistance (3 def, 2 armour) (Main armor)]iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (+2) Defense: +2 (+2 eff.) (-1 (+0 eff.)) Fatigue: +12% (+6%) Changes resistances: +0%(-16%) fire / +0%(-11%) light / +0%(-11%) darkness A suit of armour made of mail. |
[vs. prismatic rough leather armour of fire resistance (3 def, 2 armour) (Main armor)]iron plate armour 'Kindleglean' (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (+5) Defense: +0 (+0 eff.) (-3 (-2 eff.)) Fatigue: +22% (+16%) Changes resistances: +0%(-11%) darkness / +22% cold / +6%(-5%) light / +0%(-16%) fire Changes damage: +3% fire Physical save: +3 (+3 eff.) A suit of armour made of metal plates. |
[vs. Dagiroddagar the Gleamdream (0 def, 5 armour) (On feet)]Yarudusin (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-2) Fatigue: +0% (-2%) Damage when hit (Melee): 2 arcane / 0(-6) acid Changes resistances: +0%(-3%) light Changes resistances penetration: +5% acid Changes damage: +0%(-3%) light / +0%(-9%) acid Vim when firing critical spell: +2.00 Infravision radius: +1 (-) A pair of boots made of leather. |
[vs. Dagiroddagar the Gleamdream (0 def, 5 armour) (On feet)]Flarewilter the pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-2) Fatigue: +2% (-) Damage when hit (Melee): 0(-6) acid Changes stats: +2 Str / +2 Con Changes resistances: +6% fire / +0%(-3%) light / +5% cold Changes resistances penetration: +15% fire Changes damage: +0%(-3%) light / +0%(-9%) acid Reduces incoming crit damage: 5.00% Infravision radius: +0 (-1) See invisible: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Dagiroddagar the Gleamdream (0 def, 5 armour) (On feet)]traveler's pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-2) Fatigue: -2% (-4%) Damage when hit (Melee): 0(-6) acid Changes resistances: +0%(-3%) light Changes damage: +0%(-3%) light / +0%(-9%) acid Maximum encumbrance: +20 Physical save: +5 (+5 eff.) Infravision radius: +0 (-1) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]Flamewrought (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2(-2) Cun / +3(-1) Wil Changes resistances: +0%(-10%) nature / +10% fire Changes damage: +0%(-5%) nature / +5% fire Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +2 (+1 eff.) (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 28.20 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]This item will automatically be transmogrified when you leave the level. iron gauntlets of magic (+2) (0 def, 1 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Mag / +0(-4) Wil / +0(-4) Cun Changes resistances: +0%(-10%) nature Changes damage: +3% arcane / +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]linen wizard hat of darkness (+16%) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +0%(-10%) lightning / +0%(-10%) cold / +16% darkness Changes damage: +0%(-10%) lightning / +0%(-10%) cold / +11% darkness A pointy cloth hat, very wizardly... |
[vs. Cloud Caller (0 def, 0 armour) (On head)]grounding rough leather cap of strength (+3) (0 def, 1 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +6%(-4%) lightning / +6% temporal / +0%(-10%) cold Changes damage: +0%(-10%) lightning / +0%(-10%) cold A cap made of leather. |
[vs. Cloud Caller (0 def, 0 armour) (On head)]rough leather cap 'Mayubremina' (10 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Defense: +10 (+5 eff.) Fatigue: +1% Changes stats: +2 Con Changes resistances: +0%(-10%) lightning / +0%(-10%) cold / +3% light / +5% arcane Changes damage: +0%(-10%) lightning / +0%(-10%) cold Spell save: +9 (+5 eff.) A cap made of leather. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
[vs. Summertide Phial (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 0(-15) Lite Light Burst (radius 1) Changes resistances: +0%(-30%) light Changes damage: +0%(-10%) light Light radius: +3 (-2) Healing mod.: +0% (-10%) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. supercharged elm wand of shielding [power 140] (23 cooldown) (Tool)]iron torque of clear mind [power 1] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. supercharged elm wand of shielding [power 140] (23 cooldown) (Tool)]supercharged elm totem of healing [power 140] (18 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 140 Activation puts all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. supercharged elm wand of shielding [power 140] (23 cooldown) (Tool)]elm wand of shielding [power 116] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Revan uses Infusion: Movement.
Revan is moving at extreme speed!
Poison from Slumbering giant venus flytrap hits Revan for 17 nature damage.
Revan slows down.
Slumbering giant venus flytrap forges a dream shield to block the attack!
The diseases of Revan spread!
Slumbering giant venus flytrap is afflicted by a weakness disease!
Dreaming dire wolf howls
Revan receives 6 healing from Ruin.
Revan hits Slumbering giant venus flytrap for (2 blocked), 36 physical, 17 light, 13 blight, 7 fire, (2 blocked), 39 physical (113 total damage).
Revan killed Slumbering giant venus flytrap!
Poison from Slumbering giant venus flytrap hits Revan for 17 nature damage.
Slumbering giant venus flytrap uses Spit Poison.
Slumbering giant venus flytrap hits Revan for 17 nature damage.
Poison from Slumbering giant venus flytrap hits Revan for 33 nature damage.
Talent Virulent Disease is ready to use.
Poison from Slumbering giant venus flytrap hits Revan for 33 nature damage.
Glorolle the slumbering giant venus flytrap summons a War Hound!
Revan hits War hound for 16 lightning damage.
War hound hits Revan for 23 physical damage.
Melee retaliation hits War hound for 7 acid damage.
Talent Infusion: Healing is ready to use.
Talent Infusion: Regeneration is ready to use.
Poison from Slumbering giant venus flytrap hits Revan for 33 nature damage.
Revan the level 11 higher reaver was splurged to death by a slumbering giant venus flytrap on level 3 of Heart of the Gloom.









































































